3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include "compat/quake3.qh"
37 #include <common/effects/qc/globalsound.qh>
39 #include "../common/mapobjects/func/conveyor.qh"
40 #include "../common/mapobjects/teleporters.qh"
41 #include "../common/mapobjects/target/spawnpoint.qh"
42 #include <common/mapobjects/trigger/counter.qh>
44 #include "../common/vehicles/all.qh"
46 #include "weapons/hitplot.qh"
47 #include "weapons/weaponsystem.qh"
49 #include "../common/net_notice.qh"
50 #include "../common/net_linked.qh"
51 #include "../common/physics/player.qh"
53 #include <common/vehicles/sv_vehicles.qh>
55 #include "../common/items/_mod.qh"
57 #include "../common/mutators/mutator/waypoints/all.qh"
58 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
59 #include <common/gamemodes/_mod.qh>
61 #include "../common/mapobjects/subs.qh"
62 #include "../common/mapobjects/triggers.qh"
63 #include "../common/mapobjects/trigger/secret.qh"
65 #include "../common/minigames/sv_minigames.qh"
67 #include "../common/items/inventory.qh"
69 #include "../common/monsters/sv_monsters.qh"
71 #include "../lib/warpzone/server.qh"
73 #include <common/mutators/mutator/overkill/oknex.qh>
75 STATIC_METHOD(Client, Add, void(Client this, int _team))
78 TRANSMUTE(Player, this);
81 PutClientInServer(this);
84 STATIC_METHOD(Client, Remove, void(Client this))
86 TRANSMUTE(Observer, this);
87 PutClientInServer(this);
88 ClientDisconnect(this);
91 void send_CSQC_teamnagger() {
92 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
95 int CountSpectators(entity player, entity to)
97 if(!player) { return 0; } // not sure how, but best to be safe
101 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
109 void WriteSpectators(entity player, entity to)
111 if(!player) { return; } // not sure how, but best to be safe
113 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 WriteByte(MSG_ENTITY, num_for_edict(it));
119 bool ClientData_Send(entity this, entity to, int sf)
121 assert(to == this.owner, return false);
124 if (IS_SPEC(e)) e = e.enemy;
127 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
128 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
129 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
130 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
132 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
133 WriteByte(MSG_ENTITY, sf);
136 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
140 float specs = CountSpectators(e, to);
141 WriteByte(MSG_ENTITY, specs);
142 WriteSpectators(e, to);
148 void ClientData_Attach(entity this)
150 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
151 CS(this).clientdata.drawonlytoclient = this;
152 CS(this).clientdata.owner = this;
155 void ClientData_Detach(entity this)
157 delete(CS(this).clientdata);
158 CS(this).clientdata = NULL;
161 void ClientData_Touch(entity e)
163 entity cd = CS(e).clientdata;
164 if (cd) { cd.SendFlags = 1; }
166 // make it spectatable
167 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
169 entity cd = CS(it).clientdata;
170 if (cd) { cd.SendFlags = 1; }
179 Checks if the argument string can be a valid playermodel.
180 Returns a valid one in doubt.
183 string FallbackPlayerModel;
184 string CheckPlayerModel(string plyermodel) {
185 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
187 // note: we cannot summon Don Strunzone here, some player may
188 // still have the model string set. In case anyone manages how
189 // to change a cvar default, we'll have a small leak here.
190 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
192 // only in right path
193 if( substring(plyermodel,0,14) != "models/player/")
194 return FallbackPlayerModel;
195 // only good file extensions
196 if(substring(plyermodel,-4,4) != ".zym")
197 if(substring(plyermodel,-4,4) != ".dpm")
198 if(substring(plyermodel,-4,4) != ".iqm")
199 if(substring(plyermodel,-4,4) != ".md3")
200 if(substring(plyermodel,-4,4) != ".psk")
201 return FallbackPlayerModel;
202 // forbid the LOD models
203 if(substring(plyermodel, -9,5) == "_lod1")
204 return FallbackPlayerModel;
205 if(substring(plyermodel, -9,5) == "_lod2")
206 return FallbackPlayerModel;
207 if(plyermodel != strtolower(plyermodel))
208 return FallbackPlayerModel;
209 // also, restrict to server models
210 if(autocvar_sv_servermodelsonly)
212 if(!fexists(plyermodel))
213 return FallbackPlayerModel;
218 void setplayermodel(entity e, string modelname)
220 precache_model(modelname);
221 _setmodel(e, modelname);
222 player_setupanimsformodel(e);
223 if(!autocvar_g_debug_globalsounds)
224 UpdatePlayerSounds(e);
227 /** putting a client as observer in the server */
228 void PutObserverInServer(entity this)
230 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
231 PlayerState_detach(this);
235 if(GetResource(this, RES_HEALTH) >= 1)
238 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
241 // was a player, recount votes and ready status
242 if(IS_REAL_CLIENT(this))
244 if (vote_called) { VoteCount(false); }
250 entity spot = SelectSpawnPoint(this, true);
251 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
252 this.angles = vec2(spot.angles);
253 this.fixangle = true;
254 // offset it so that the spectator spawns higher off the ground, looks better this way
255 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
256 if (IS_REAL_CLIENT(this))
259 WriteByte(MSG_ONE, SVC_SETVIEW);
260 WriteEntity(MSG_ONE, this);
262 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
263 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
264 if(!autocvar_g_debug_globalsounds)
266 // needed for player sounds
268 FixPlayermodel(this);
270 setmodel(this, MDL_Null);
271 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
272 this.view_ofs = '0 0 0';
275 RemoveGrapplingHooks(this);
276 Portal_ClearAll(this);
277 Unfreeze(this, false);
278 SetSpectatee(this, NULL);
283 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
287 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
289 WaypointSprite_PlayerDead(this);
291 if (CS(this).killcount != FRAGS_SPECTATOR)
294 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
295 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
298 accuracy_resend(this);
300 CS(this).spectatortime = time;
302 IL_REMOVE(g_bot_targets, this);
303 this.bot_attack = false;
304 if(this.monster_attack)
305 IL_REMOVE(g_monster_targets, this);
306 this.monster_attack = false;
307 STAT(HUD, this) = HUD_NORMAL;
308 TRANSMUTE(Observer, this);
309 this.iscreature = false;
310 this.teleportable = TELEPORT_SIMPLE;
311 if(this.damagedbycontents)
312 IL_REMOVE(g_damagedbycontents, this);
313 this.damagedbycontents = false;
314 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
315 SetSpectatee_status(this, etof(this));
316 this.takedamage = DAMAGE_NO;
317 this.solid = SOLID_NOT;
318 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
319 this.flags = FL_CLIENT | FL_NOTARGET;
321 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
322 this.pauserotarmor_finished = 0;
323 this.pauserothealth_finished = 0;
324 this.pauseregen_finished = 0;
325 this.damageforcescale = 0;
327 this.respawn_flags = 0;
328 this.respawn_time = 0;
329 STAT(RESPAWN_TIME, this) = 0;
334 this.pain_finished = 0;
335 this.strength_finished = 0;
336 this.invincible_finished = 0;
337 this.superweapons_finished = 0;
338 //this.dphitcontentsmask = 0;
339 this.dphitcontentsmask = DPCONTENTS_SOLID;
340 if (autocvar_g_playerclip_collisions)
341 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
344 setthink(this, func_null);
346 this.deadflag = DEAD_NO;
348 STAT(REVIVE_PROGRESS, this) = 0;
349 this.revival_time = 0;
350 this.draggable = drag_undraggable;
353 STAT(WEAPONS, this) = '0 0 0';
354 this.drawonlytoclient = this;
358 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
360 this.weaponmodel = "";
361 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
363 this.weaponentities[slot] = NULL;
365 this.exteriorweaponentity = NULL;
366 CS(this).killcount = FRAGS_SPECTATOR;
367 this.velocity = '0 0 0';
368 this.avelocity = '0 0 0';
369 this.punchangle = '0 0 0';
370 this.punchvector = '0 0 0';
371 this.oldvelocity = this.velocity;
372 this.fire_endtime = -1;
373 this.event_damage = func_null;
374 this.event_heal = func_null;
376 for(int slot = 0; slot < MAX_AXH; ++slot)
378 entity axh = this.(AuxiliaryXhair[slot]);
379 this.(AuxiliaryXhair[slot]) = NULL;
381 if(axh.owner == this && axh != NULL && !wasfreed(axh))
385 if (mutator_returnvalue)
387 // mutator prevents resetting teams+score
391 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
392 this.frags = FRAGS_SPECTATOR;
394 if (CS(this).just_joined)
395 CS(this).just_joined = false;
398 int player_getspecies(entity this)
400 get_model_parameters(this.model, this.skin);
401 int s = get_model_parameters_species;
402 get_model_parameters(string_null, 0);
403 if (s < 0) return SPECIES_HUMAN;
407 .float model_randomizer;
408 void FixPlayermodel(entity player)
410 string defaultmodel = "";
412 if(autocvar_sv_defaultcharacter)
418 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
419 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
420 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
421 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
425 if(defaultmodel == "")
427 defaultmodel = autocvar_sv_defaultplayermodel;
428 defaultskin = autocvar_sv_defaultplayerskin;
431 int n = tokenize_console(defaultmodel);
434 defaultmodel = argv(floor(n * CS(player).model_randomizer));
435 // However, do NOT randomize if the player-selected model is in the list.
436 for (int i = 0; i < n; ++i)
437 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
438 defaultmodel = argv(i);
441 int i = strstrofs(defaultmodel, ":", 0);
444 defaultskin = stof(substring(defaultmodel, i+1, -1));
445 defaultmodel = substring(defaultmodel, 0, i);
448 if(autocvar_sv_defaultcharacterskin && !defaultskin)
454 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
455 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
456 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
457 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
462 defaultskin = autocvar_sv_defaultplayerskin;
465 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
466 defaultmodel = M_ARGV(0, string);
467 defaultskin = M_ARGV(1, int);
471 if(defaultmodel != "")
473 if (defaultmodel != player.model)
475 vector m1 = player.mins;
476 vector m2 = player.maxs;
477 setplayermodel (player, defaultmodel);
478 setsize (player, m1, m2);
482 oldskin = player.skin;
483 player.skin = defaultskin;
485 if (player.playermodel != player.model || player.playermodel == "")
487 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
488 vector m1 = player.mins;
489 vector m2 = player.maxs;
490 setplayermodel (player, player.playermodel);
491 setsize (player, m1, m2);
495 if(!autocvar_sv_defaultcharacterskin)
497 oldskin = player.skin;
498 player.skin = stof(player.playerskin);
502 oldskin = player.skin;
503 player.skin = defaultskin;
507 if(chmdl || oldskin != player.skin) // model or skin has changed
509 player.species = player_getspecies(player); // update species
510 if(!autocvar_g_debug_globalsounds)
511 UpdatePlayerSounds(player); // update skin sounds
515 if(strlen(autocvar_sv_defaultplayercolors))
516 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
517 setcolor(player, stof(autocvar_sv_defaultplayercolors));
520 void PutPlayerInServer(entity this)
522 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
524 PlayerState_attach(this);
525 accuracy_resend(this);
528 TeamBalance_JoinBestTeam(this);
530 entity spot = SelectSpawnPoint(this, false);
532 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
533 return; // spawn failed
536 TRANSMUTE(Player, this);
538 CS(this).wasplayer = true;
539 this.iscreature = true;
540 this.teleportable = TELEPORT_NORMAL;
541 if(!this.damagedbycontents)
542 IL_PUSH(g_damagedbycontents, this);
543 this.damagedbycontents = true;
544 set_movetype(this, MOVETYPE_WALK);
545 this.solid = SOLID_SLIDEBOX;
546 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
547 if (autocvar_g_playerclip_collisions)
548 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
549 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
550 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
551 this.frags = FRAGS_PLAYER;
552 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
553 this.flags = FL_CLIENT | FL_PICKUPITEMS;
554 if (autocvar__notarget)
555 this.flags |= FL_NOTARGET;
556 this.takedamage = DAMAGE_AIM;
557 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
560 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
561 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
562 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
563 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
564 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
565 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
566 SetResource(this, RES_HEALTH, warmup_start_health);
567 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
568 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
570 SetResource(this, RES_SHELLS, start_ammo_shells);
571 SetResource(this, RES_BULLETS, start_ammo_nails);
572 SetResource(this, RES_ROCKETS, start_ammo_rockets);
573 SetResource(this, RES_CELLS, start_ammo_cells);
574 SetResource(this, RES_PLASMA, start_ammo_plasma);
575 SetResource(this, RES_FUEL, start_ammo_fuel);
576 SetResource(this, RES_HEALTH, start_health);
577 SetResource(this, RES_ARMOR, start_armorvalue);
578 STAT(WEAPONS, this) = start_weapons;
579 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
581 GiveRandomWeapons(this, random_start_weapons_count,
582 autocvar_g_random_start_weapons, random_start_ammo);
585 SetSpectatee_status(this, 0);
587 PS(this).dual_weapons = '0 0 0';
589 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
591 this.items = start_items;
593 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
594 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
595 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
596 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
597 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
598 if (!sv_ready_restart_after_countdown && time < game_starttime)
600 float f = game_starttime - time;
601 this.spawnshieldtime += f;
602 this.pauserotarmor_finished += f;
603 this.pauserothealth_finished += f;
604 this.pauseregen_finished += f;
607 this.damageforcescale = 2;
609 this.respawn_flags = 0;
610 this.respawn_time = 0;
611 STAT(RESPAWN_TIME, this) = 0;
612 this.scale = autocvar_sv_player_scale;
615 this.pain_finished = 0;
617 setthink(this, func_null); // players have no think function
620 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
622 this.deadflag = DEAD_NO;
624 this.angles = spot.angles;
625 this.angles_z = 0; // never spawn tilted even if the spot says to
626 if (IS_BOT_CLIENT(this))
628 this.v_angle = this.angles;
631 this.fixangle = true; // turn this way immediately
632 this.oldvelocity = this.velocity = '0 0 0';
633 this.avelocity = '0 0 0';
634 this.punchangle = '0 0 0';
635 this.punchvector = '0 0 0';
637 this.strength_finished = 0;
638 this.invincible_finished = 0;
639 this.fire_endtime = -1;
640 STAT(REVIVE_PROGRESS, this) = 0;
641 this.revival_time = 0;
643 this.air_finished = time + 12;
644 this.waterlevel = WATERLEVEL_NONE;
645 this.watertype = CONTENT_EMPTY;
647 entity spawnevent = new_pure(spawnevent);
648 spawnevent.owner = this;
649 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
651 // Cut off any still running player sounds.
652 stopsound(this, CH_PLAYER_SINGLE);
655 FixPlayermodel(this);
656 this.drawonlytoclient = NULL;
660 for(int slot = 0; slot < MAX_AXH; ++slot)
662 entity axh = this.(AuxiliaryXhair[slot]);
663 this.(AuxiliaryXhair[slot]) = NULL;
665 if(axh.owner == this && axh != NULL && !wasfreed(axh))
669 this.spawnpoint_targ = NULL;
672 this.view_ofs = STAT(PL_VIEW_OFS, this);
673 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
674 this.spawnorigin = spot.origin;
675 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
676 // don't reset back to last position, even if new position is stuck in solid
677 this.oldorigin = this.origin;
679 IL_REMOVE(g_conveyed, this);
680 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
681 STAT(HUD, this) = HUD_NORMAL;
683 this.event_damage = PlayerDamage;
684 this.event_heal = PlayerHeal;
686 this.draggable = func_null;
689 IL_PUSH(g_bot_targets, this);
690 this.bot_attack = true;
691 if(!this.monster_attack)
692 IL_PUSH(g_monster_targets, this);
693 this.monster_attack = true;
694 navigation_dynamicgoal_init(this, false);
696 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
698 // player was spectator
699 if (CS(this).killcount == FRAGS_SPECTATOR) {
700 PlayerScore_Clear(this);
701 CS(this).killcount = 0;
702 CS(this).startplaytime = time;
705 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
707 .entity weaponentity = weaponentities[slot];
708 entity oldwep = this.(weaponentity);
709 CL_SpawnWeaponentity(this, weaponentity);
710 if(oldwep && oldwep.owner == this)
711 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
713 this.alpha = default_player_alpha;
714 this.colormod = '1 1 1' * autocvar_g_player_brightness;
715 this.exteriorweaponentity.alpha = default_weapon_alpha;
717 this.speedrunning = false;
719 this.counter_cnt = 0;
720 this.fragsfilter_cnt = 0;
722 target_voicescript_clear(this);
724 // reset fields the weapons may use
725 FOREACH(Weapons, true, {
726 it.wr_resetplayer(it, this);
727 // reload all reloadable weapons
728 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
729 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
731 .entity weaponentity = weaponentities[slot];
732 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
738 string s = spot.target;
739 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
740 spot.target = string_null;
741 SUB_UseTargets(spot, this, NULL);
742 if(g_assault || g_race)
746 Unfreeze(this, false);
748 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
750 if (autocvar_spawn_debug)
752 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
753 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
756 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
758 .entity weaponentity = weaponentities[slot];
759 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
760 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
762 this.(weaponentity).m_switchweapon = WEP_Null;
763 this.(weaponentity).m_weapon = WEP_Null;
764 this.(weaponentity).weaponname = "";
765 this.(weaponentity).m_switchingweapon = WEP_Null;
766 this.(weaponentity).cnt = -1;
769 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
771 if (CS(this).impulse) ImpulseCommands(this);
773 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
775 .entity weaponentity = weaponentities[slot];
776 W_WeaponFrame(this, weaponentity);
779 if (!warmup_stage && !this.alivetime)
780 this.alivetime = time;
782 antilag_clear(this, CS(this));
785 /** Called when a client spawns in the server */
786 void PutClientInServer(entity this)
788 if (IS_BOT_CLIENT(this)) {
789 TRANSMUTE(Player, this);
790 } else if (IS_REAL_CLIENT(this)) {
792 WriteByte(MSG_ONE, SVC_SETVIEW);
793 WriteEntity(MSG_ONE, this);
796 TRANSMUTE(Observer, this);
798 SetSpectatee(this, NULL);
802 PS(this).itemkeys = 0;
804 MUTATOR_CALLHOOK(PutClientInServer, this);
806 if (IS_OBSERVER(this)) {
807 PutObserverInServer(this);
808 } else if (IS_PLAYER(this)) {
809 PutPlayerInServer(this);
813 // TODO do we need all these fields, or should we stop autodetecting runtime
814 // changes and just have a console command to update this?
815 bool ClientInit_SendEntity(entity this, entity to, int sf)
817 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
820 // MSG_INIT replacement
821 // TODO: make easier to use
823 W_PROP_reload(MSG_ONE, to);
824 ClientInit_misc(this);
825 MUTATOR_CALLHOOK(Ent_Init);
827 void ClientInit_misc(entity this)
829 int channel = MSG_ONE;
830 WriteHeader(channel, ENT_CLIENT_INIT);
831 WriteByte(channel, g_nexball_meter_period * 32);
832 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
833 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
834 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
835 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
836 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
837 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
838 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
839 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
841 if(sv_foginterval && world.fog != "")
842 WriteString(channel, world.fog);
844 WriteString(channel, "");
845 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
846 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
847 WriteByte(channel, serverflags);
848 WriteCoord(channel, autocvar_g_trueaim_minrange);
851 void ClientInit_CheckUpdate(entity this)
853 this.nextthink = time;
854 if(this.count != autocvar_g_balance_armor_blockpercent)
856 this.count = autocvar_g_balance_armor_blockpercent;
859 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
861 this.cnt = autocvar_g_balance_damagepush_speedfactor;
866 void ClientInit_Spawn()
868 entity e = new_pure(clientinit);
869 setthink(e, ClientInit_CheckUpdate);
870 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
872 ClientInit_CheckUpdate(e);
882 // initialize parms for a new player
883 parm1 = -(86400 * 366);
885 MUTATOR_CALLHOOK(SetNewParms);
893 void SetChangeParms (entity this)
895 // save parms for level change
896 parm1 = CS(this).parm_idlesince - time;
898 MUTATOR_CALLHOOK(SetChangeParms);
906 void DecodeLevelParms(entity this)
909 CS(this).parm_idlesince = parm1;
910 if (CS(this).parm_idlesince == -(86400 * 366))
911 CS(this).parm_idlesince = time;
913 // whatever happens, allow 60 seconds of idling directly after connect for map loading
914 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
916 MUTATOR_CALLHOOK(DecodeLevelParms);
919 void FixClientCvars(entity e)
921 // send prediction settings to the client
922 stuffcmd(e, "\nin_bindmap 0 0\n");
923 if(autocvar_g_antilag == 3) // client side hitscan
924 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
925 if(autocvar_sv_gentle)
926 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
928 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
929 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
931 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
933 MUTATOR_CALLHOOK(FixClientCvars, e);
936 bool findinlist_abbrev(string tofind, string list)
938 if(list == "" || tofind == "")
939 return false; // empty list or search, just return
941 // this function allows abbreviated strings!
942 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
950 bool PlayerInIPList(entity p, string iplist)
952 // some safety checks (never allow local?)
953 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
956 return findinlist_abbrev(p.netaddress, iplist);
959 bool PlayerInIDList(entity p, string idlist)
961 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
965 return findinlist_abbrev(p.crypto_idfp, idlist);
968 bool PlayerInList(entity player, string list)
970 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
973 #ifdef DP_EXT_PRECONNECT
978 Called once (not at each match start) when a client begins a connection to the server
981 void ClientPreConnect(entity this)
983 if(autocvar_sv_eventlog)
985 GameLogEcho(sprintf(":connect:%d:%d:%s",
988 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
994 string GetClientVersionMessage(entity this)
996 if (CS(this).version_mismatch) {
997 if(CS(this).version < autocvar_gameversion) {
998 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
999 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1001 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1002 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1005 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1009 string getwelcomemessage(entity this)
1011 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1012 string modifications = M_ARGV(0, string);
1016 if(g_weaponarena_random)
1017 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1019 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1021 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1022 modifications = strcat(modifications, ", No start weapons");
1023 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1024 modifications = strcat(modifications, ", Low gravity");
1025 if(g_weapon_stay && !g_cts)
1026 modifications = strcat(modifications, ", Weapons stay");
1028 modifications = strcat(modifications, ", Jet pack");
1029 if(autocvar_g_powerups == 0)
1030 modifications = strcat(modifications, ", No powerups");
1031 if(autocvar_g_powerups > 0)
1032 modifications = strcat(modifications, ", Powerups");
1033 modifications = substring(modifications, 2, strlen(modifications) - 2);
1035 string versionmessage = GetClientVersionMessage(this);
1036 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1037 s = strcat(s, "^8\nCurrent map: ^2", GetMapname(), "^8\n");
1039 if(modifications != "")
1040 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1042 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1044 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1045 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1048 if (cache_mutatormsg != "") {
1049 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1052 string mutator_msg = "";
1053 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1054 mutator_msg = M_ARGV(0, string);
1056 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1058 string motd = autocvar_sv_motd;
1060 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1065 bool autocvar_sv_qcphysics = false; // TODO this is for testing - remove when qcphysics work
1071 Called when a client connects to the server
1074 void ClientConnect(entity this)
1076 if (Ban_MaybeEnforceBanOnce(this)) return;
1077 assert(!IS_CLIENT(this), return);
1078 this.flags |= FL_CLIENT;
1079 assert(player_count >= 0, player_count = 0);
1082 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1084 TRANSMUTE(Client, this);
1085 CS(this).version_nagtime = time + 10 + random() * 10;
1087 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1089 bot_clientconnect(this);
1091 Player_DetermineForcedTeam(this);
1093 TRANSMUTE(Observer, this);
1095 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1097 // always track bots, don't ask for cl_allow_uidtracking
1098 if (IS_BOT_CLIENT(this))
1099 PlayerStats_GameReport_AddPlayer(this);
1101 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1103 if (autocvar_sv_eventlog)
1104 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1106 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1108 stuffcmd(this, clientstuff, "\n");
1109 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1111 FixClientCvars(this);
1113 // get version info from player
1114 stuffcmd(this, "cmd clientversion $gameversion\n");
1116 // notify about available teams
1119 entity balance = TeamBalance_CheckAllowedTeams(this);
1120 int t = TeamBalance_GetAllowedTeams(balance);
1121 TeamBalance_Destroy(balance);
1122 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1126 stuffcmd(this, "set _teams_available 0\n");
1129 bot_relinkplayerlist();
1131 CS(this).spectatortime = time;
1132 if (blockSpectators)
1134 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1137 CS(this).jointime = time;
1139 if (IS_REAL_CLIENT(this))
1141 if (g_weaponarena_weapons == WEPSET(TUBA))
1142 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1145 if (!sv_foginterval && world.fog != "")
1146 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1148 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1149 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1150 send_CSQC_teamnagger();
1152 CSQCMODEL_AUTOINIT(this);
1154 CS(this).model_randomizer = random();
1156 if (IS_REAL_CLIENT(this))
1157 sv_notice_join(this);
1159 this.move_qcphysics = autocvar_sv_qcphysics;
1161 // update physics stats (players can spawn before physics runs)
1162 Physics_UpdateStats(this);
1164 IL_EACH(g_initforplayer, it.init_for_player, {
1165 it.init_for_player(it, this);
1168 Handicap_Initialize(this);
1170 MUTATOR_CALLHOOK(ClientConnect, this);
1172 if (IS_REAL_CLIENT(this))
1174 if (!autocvar_g_campaign && !IS_PLAYER(this))
1176 CS(this).motd_actived_time = -1;
1177 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1185 Called when a client disconnects from the server
1188 .entity chatbubbleentity;
1189 void ClientDisconnect(entity this)
1191 assert(IS_CLIENT(this), return);
1193 PlayerStats_GameReport_FinalizePlayer(this);
1194 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1195 if (CS(this).active_minigame) part_minigame(this);
1196 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1198 if (autocvar_sv_eventlog)
1199 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1201 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1204 SetSpectatee(this, NULL);
1206 MUTATOR_CALLHOOK(ClientDisconnect, this);
1208 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1209 strfree(CS(this).weaponorder_byimpulse);
1210 ClientState_detach(this);
1212 Portal_ClearAll(this);
1214 Unfreeze(this, false);
1216 RemoveGrapplingHooks(this);
1218 // Here, everything has been done that requires this player to be a client.
1220 this.flags &= ~FL_CLIENT;
1222 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1223 if (this.killindicator) delete(this.killindicator);
1225 WaypointSprite_PlayerGone(this);
1227 bot_relinkplayerlist();
1229 strfree(this.clientstatus);
1230 if (this.personal) delete(this.personal);
1234 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1239 void ChatBubbleThink(entity this)
1241 this.nextthink = time;
1242 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1244 if(this.owner) // but why can that ever be NULL?
1245 this.owner.chatbubbleentity = NULL;
1252 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1254 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1255 this.mdl = "models/sprites/minigame_busy.iqm";
1256 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1257 this.mdl = "models/misc/chatbubble.spr";
1260 if ( this.model != this.mdl )
1261 _setmodel(this, this.mdl);
1265 void UpdateChatBubble(entity this)
1269 // spawn a chatbubble entity if needed
1270 if (!this.chatbubbleentity)
1272 this.chatbubbleentity = new(chatbubbleentity);
1273 this.chatbubbleentity.owner = this;
1274 this.chatbubbleentity.exteriormodeltoclient = this;
1275 setthink(this.chatbubbleentity, ChatBubbleThink);
1276 this.chatbubbleentity.nextthink = time;
1277 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1278 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1279 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1280 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1281 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1282 //this.chatbubbleentity.model = "";
1283 this.chatbubbleentity.effects = EF_LOWPRECISION;
1288 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1289 // added to the model skins
1290 /*void UpdateColorModHack()
1293 c = this.clientcolors & 15;
1294 // LordHavoc: only bothering to support white, green, red, yellow, blue
1295 if (!teamplay) this.colormod = '0 0 0';
1296 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1297 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1298 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1299 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1300 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1301 else this.colormod = '1 1 1';
1304 void respawn(entity this)
1306 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1308 this.solid = SOLID_NOT;
1309 this.takedamage = DAMAGE_NO;
1310 set_movetype(this, MOVETYPE_FLY);
1311 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1312 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1313 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1314 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1315 if(autocvar_g_respawn_ghosts_maxtime)
1316 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1321 this.effects |= EF_NODRAW; // prevent another CopyBody
1322 PutClientInServer(this);
1326 void PrintToChat(entity client, string text)
1328 text = strcat("\{1}^7", text, "\n");
1329 sprint(client, text);
1333 void DebugPrintToChat(entity client, string text)
1335 if (autocvar_developer)
1337 PrintToChat(client, text);
1342 void PrintToChatAll(string text)
1344 text = strcat("\{1}^7", text, "\n");
1349 void DebugPrintToChatAll(string text)
1351 if (autocvar_developer)
1353 PrintToChatAll(text);
1358 void PrintToChatTeam(int team_num, string text)
1360 text = strcat("\{1}^7", text, "\n");
1361 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1363 if (it.team == team_num)
1371 void DebugPrintToChatTeam(int team_num, string text)
1373 if (autocvar_developer)
1375 PrintToChatTeam(team_num, text);
1379 void play_countdown(entity this, float finished, Sound samp)
1382 if(IS_REAL_CLIENT(this))
1383 if(floor(finished - time - frametime) != floor(finished - time))
1384 if(finished - time < 6)
1385 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1388 void player_powerups(entity this)
1390 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1391 int items_prev = this.items;
1393 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1394 this.modelflags |= MF_ROCKET;
1396 this.modelflags &= ~MF_ROCKET;
1398 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1400 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1403 Fire_ApplyDamage(this);
1404 Fire_ApplyEffect(this);
1406 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1408 if (this.items & ITEM_Strength.m_itemid)
1410 play_countdown(this, this.strength_finished, SND_POWEROFF);
1411 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1412 if (time > this.strength_finished)
1414 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1415 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1416 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1421 if (time < this.strength_finished)
1423 this.items = this.items | ITEM_Strength.m_itemid;
1425 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1426 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1429 if (this.items & ITEM_Shield.m_itemid)
1431 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1432 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1433 if (time > this.invincible_finished)
1435 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1436 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1437 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1442 if (time < this.invincible_finished)
1444 this.items = this.items | ITEM_Shield.m_itemid;
1446 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1447 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1450 if (this.items & IT_SUPERWEAPON)
1452 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1454 this.superweapons_finished = 0;
1455 this.items = this.items - (this.items & IT_SUPERWEAPON);
1456 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1457 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1459 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1461 // don't let them run out
1465 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1466 if (time > this.superweapons_finished)
1468 this.items = this.items - (this.items & IT_SUPERWEAPON);
1469 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1470 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1471 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1475 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1477 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1479 this.items = this.items | IT_SUPERWEAPON;
1480 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1483 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1484 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1489 this.superweapons_finished = 0;
1490 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1495 this.superweapons_finished = 0;
1499 if(autocvar_g_nodepthtestplayers)
1500 this.effects = this.effects | EF_NODEPTHTEST;
1502 if(autocvar_g_fullbrightplayers)
1503 this.effects = this.effects | EF_FULLBRIGHT;
1505 if (time >= game_starttime)
1506 if (time < this.spawnshieldtime)
1507 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1509 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1512 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1514 if(current > stable)
1516 else if(current > stable - 0.25) // when close enough, "snap"
1519 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1522 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1524 if(current < stable)
1526 else if(current < stable + 0.25) // when close enough, "snap"
1529 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1532 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1534 if(current > rotstable)
1536 if(rotframetime > 0)
1538 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1539 current = max(rotstable, current - rotlinear * rotframetime);
1542 else if(current < regenstable)
1544 if(regenframetime > 0)
1546 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1547 current = min(regenstable, current + regenlinear * regenframetime);
1557 void player_regen(entity this)
1559 float max_mod, regen_mod, rot_mod, limit_mod;
1560 max_mod = regen_mod = rot_mod = limit_mod = 1;
1562 float regen_health = autocvar_g_balance_health_regen;
1563 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1564 float regen_health_rot = autocvar_g_balance_health_rot;
1565 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1566 float regen_health_stable = autocvar_g_balance_health_regenstable;
1567 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1568 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1569 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1570 max_mod = M_ARGV(1, float);
1571 regen_mod = M_ARGV(2, float);
1572 rot_mod = M_ARGV(3, float);
1573 limit_mod = M_ARGV(4, float);
1574 regen_health = M_ARGV(5, float);
1575 regen_health_linear = M_ARGV(6, float);
1576 regen_health_rot = M_ARGV(7, float);
1577 regen_health_rotlinear = M_ARGV(8, float);
1578 regen_health_stable = M_ARGV(9, float);
1579 regen_health_rotstable = M_ARGV(10, float);
1581 if(!mutator_returnvalue)
1582 if(!STAT(FROZEN, this))
1584 float mina, maxa, limith, limita;
1585 maxa = autocvar_g_balance_armor_rotstable;
1586 mina = autocvar_g_balance_armor_regenstable;
1587 limith = GetResourceLimit(this, RES_HEALTH);
1588 limita = GetResourceLimit(this, RES_ARMOR);
1590 regen_health_rotstable = regen_health_rotstable * max_mod;
1591 regen_health_stable = regen_health_stable * max_mod;
1592 limith = limith * limit_mod;
1593 limita = limita * limit_mod;
1595 SetResource(this, RES_ARMOR, CalcRotRegen(GetResource(this, RES_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1596 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1597 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1598 SetResource(this, RES_HEALTH, CalcRotRegen(GetResource(this, RES_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1599 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1600 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1603 // if player rotted to death... die!
1604 // check this outside above checks, as player may still be able to rot to death
1605 if(GetResource(this, RES_HEALTH) < 1)
1608 vehicles_exit(this.vehicle, VHEF_RELEASE);
1609 if(this.event_damage)
1610 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1613 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1615 float minf, maxf, limitf;
1617 maxf = autocvar_g_balance_fuel_rotstable;
1618 minf = autocvar_g_balance_fuel_regenstable;
1619 limitf = GetResourceLimit(this, RES_FUEL);
1621 SetResource(this, RES_FUEL, CalcRotRegen(GetResource(this, RES_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1622 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1623 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1628 void SetZoomState(entity this, float newzoom)
1630 if(newzoom != CS(this).zoomstate)
1632 CS(this).zoomstate = newzoom;
1633 ClientData_Touch(this);
1635 zoomstate_set = true;
1638 void GetPressedKeys(entity this)
1640 MUTATOR_CALLHOOK(GetPressedKeys, this);
1641 int keys = STAT(PRESSED_KEYS, this);
1642 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1643 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1644 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1645 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1647 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1648 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1649 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1650 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1651 CS(this).pressedkeys = keys; // store for other users
1653 STAT(PRESSED_KEYS, this) = keys;
1657 ======================
1658 spectate mode routines
1659 ======================
1662 void SpectateCopy(entity this, entity spectatee)
1664 TC(Client, this); TC(Client, spectatee);
1666 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1667 PS(this) = PS(spectatee);
1668 this.armortype = spectatee.armortype;
1669 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1670 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1671 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1672 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1673 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1674 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1675 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1676 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1677 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1678 CS(this).impulse = 0;
1679 this.items = spectatee.items;
1680 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1681 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1682 this.strength_finished = spectatee.strength_finished;
1683 this.invincible_finished = spectatee.invincible_finished;
1684 this.superweapons_finished = spectatee.superweapons_finished;
1685 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1686 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1687 this.punchangle = spectatee.punchangle;
1688 this.view_ofs = spectatee.view_ofs;
1689 this.velocity = spectatee.velocity;
1690 this.dmg_take = spectatee.dmg_take;
1691 this.dmg_save = spectatee.dmg_save;
1692 this.dmg_inflictor = spectatee.dmg_inflictor;
1693 this.v_angle = spectatee.v_angle;
1694 this.angles = spectatee.v_angle;
1695 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1696 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1697 this.viewloc = spectatee.viewloc;
1698 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1699 this.fixangle = true;
1700 setorigin(this, spectatee.origin);
1701 setsize(this, spectatee.mins, spectatee.maxs);
1702 SetZoomState(this, CS(spectatee).zoomstate);
1704 anticheat_spectatecopy(this, spectatee);
1705 STAT(HUD, this) = STAT(HUD, spectatee);
1706 if(spectatee.vehicle)
1708 this.angles = spectatee.v_angle;
1710 //this.fixangle = false;
1711 //this.velocity = spectatee.vehicle.velocity;
1712 this.vehicle_health = spectatee.vehicle_health;
1713 this.vehicle_shield = spectatee.vehicle_shield;
1714 this.vehicle_energy = spectatee.vehicle_energy;
1715 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1716 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1717 this.vehicle_reload1 = spectatee.vehicle_reload1;
1718 this.vehicle_reload2 = spectatee.vehicle_reload2;
1720 //msg_entity = this;
1722 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1723 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1724 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1725 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1727 //WriteByte (MSG_ONE, SVC_SETVIEW);
1728 // WriteEntity(MSG_ONE, this);
1729 //makevectors(spectatee.v_angle);
1730 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1734 bool SpectateUpdate(entity this)
1739 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1741 SetSpectatee(this, NULL);
1745 SpectateCopy(this, this.enemy);
1750 bool SpectateSet(entity this)
1752 if(!IS_PLAYER(this.enemy))
1755 ClientData_Touch(this.enemy);
1758 WriteByte(MSG_ONE, SVC_SETVIEW);
1759 WriteEntity(MSG_ONE, this.enemy);
1760 set_movetype(this, MOVETYPE_NONE);
1761 accuracy_resend(this);
1763 if(!SpectateUpdate(this))
1764 PutObserverInServer(this);
1769 void SetSpectatee_status(entity this, int spectatee_num)
1771 int oldspectatee_status = CS(this).spectatee_status;
1772 CS(this).spectatee_status = spectatee_num;
1774 if (CS(this).spectatee_status != oldspectatee_status)
1776 ClientData_Touch(this);
1777 if (g_race || g_cts) race_InitSpectator();
1781 void SetSpectatee(entity this, entity spectatee)
1783 if(IS_BOT_CLIENT(this))
1784 return; // bots abuse .enemy, this code is useless to them
1786 entity old_spectatee = this.enemy;
1788 this.enemy = spectatee;
1791 // these are required to fix the spectator bug with arc
1794 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1796 .entity weaponentity = weaponentities[slot];
1797 if(old_spectatee.(weaponentity).arc_beam)
1798 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1803 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1805 .entity weaponentity = weaponentities[slot];
1806 if(this.enemy.(weaponentity).arc_beam)
1807 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1812 SetSpectatee_status(this, etof(this.enemy));
1814 // needed to update spectator list
1815 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1818 bool Spectate(entity this, entity pl)
1820 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1822 pl = M_ARGV(1, entity);
1824 SetSpectatee(this, pl);
1825 return SpectateSet(this);
1828 bool SpectateNext(entity this)
1830 entity ent = find(this.enemy, classname, STR_PLAYER);
1832 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1833 ent = M_ARGV(1, entity);
1835 ent = find(ent, classname, STR_PLAYER);
1837 if(ent) { SetSpectatee(this, ent); }
1839 return SpectateSet(this);
1842 bool SpectatePrev(entity this)
1844 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1845 entity ent = findchain(classname, STR_PLAYER);
1846 if (!ent) // no player
1850 // skip players until current spectated player
1852 while(ent && ent != this.enemy)
1855 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1857 case MUT_SPECPREV_FOUND:
1858 ent = M_ARGV(1, entity);
1860 case MUT_SPECPREV_RETURN:
1862 case MUT_SPECPREV_CONTINUE:
1873 SetSpectatee(this, ent);
1874 return SpectateSet(this);
1879 ShowRespawnCountdown()
1881 Update a respawn countdown display.
1884 void ShowRespawnCountdown(entity this)
1887 if(!IS_DEAD(this)) // just respawned?
1891 number = ceil(this.respawn_time - time);
1894 if(number <= this.respawn_countdown)
1896 this.respawn_countdown = number - 1;
1897 if(ceil(this.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1898 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1903 .bool team_selected;
1904 bool ShowTeamSelection(entity this)
1906 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1908 stuffcmd(this, "menu_showteamselect\n");
1911 void Join(entity this)
1913 TRANSMUTE(Player, this);
1915 if(!this.team_selected)
1916 if(autocvar_g_campaign || autocvar_g_balance_teams)
1917 TeamBalance_JoinBestTeam(this);
1919 if(autocvar_g_campaign)
1920 campaign_bots_may_start = true;
1922 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1924 PutClientInServer(this);
1927 if(teamplay && this.team != -1)
1931 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1932 this.team_selected = false;
1935 int GetPlayerLimit()
1937 int player_limit = autocvar_g_maxplayers;
1938 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1939 player_limit = M_ARGV(0, int);
1940 return player_limit;
1944 * Determines whether the player is allowed to join. This depends on cvar
1945 * g_maxplayers, if it isn't used this function always return true, otherwise
1946 * it checks whether the number of currently playing players exceeds g_maxplayers.
1947 * @return int number of free slots for players, 0 if none
1949 int nJoinAllowed(entity this, entity ignore)
1952 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1953 // so report 0 free slots if restricted
1955 if(autocvar_g_forced_team_otherwise == "spectate")
1957 if(autocvar_g_forced_team_otherwise == "spectator")
1961 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1962 return 0; // forced spectators can never join
1964 // TODO simplify this
1965 int totalClients = 0;
1966 int currentlyPlaying = 0;
1967 FOREACH_CLIENT(true, {
1970 if(IS_REAL_CLIENT(it))
1971 if(IS_PLAYER(it) || it.caplayer)
1975 int player_limit = GetPlayerLimit();
1977 float free_slots = 0;
1979 free_slots = maxclients - totalClients;
1980 else if(currentlyPlaying < player_limit)
1981 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
1983 static float join_prevent_msg_time = 0;
1984 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1986 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1987 join_prevent_msg_time = time + 3;
1994 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1995 * g_maxplayers_spectator_blocktime seconds
1997 void checkSpectatorBlock(entity this)
1999 if(IS_SPEC(this) || IS_OBSERVER(this))
2001 if(IS_REAL_CLIENT(this))
2003 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2004 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2010 void PrintWelcomeMessage(entity this)
2012 if(CS(this).motd_actived_time == 0)
2014 if (autocvar_g_campaign) {
2015 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2016 CS(this).motd_actived_time = time;
2017 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2020 if (PHYS_INPUT_BUTTON_INFO(this)) {
2021 CS(this).motd_actived_time = time;
2022 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2026 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2028 if (autocvar_g_campaign) {
2029 if (PHYS_INPUT_BUTTON_INFO(this))
2030 CS(this).motd_actived_time = time;
2031 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2032 CS(this).motd_actived_time = 0;
2033 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2036 if (PHYS_INPUT_BUTTON_INFO(this))
2037 CS(this).motd_actived_time = time;
2038 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2039 CS(this).motd_actived_time = 0;
2040 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2044 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2046 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2047 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2048 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2050 // instanctly hide MOTD
2051 CS(this).motd_actived_time = 0;
2052 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2057 const int MIN_SPEC_TIME = 1;
2058 bool joinAllowed(entity this)
2060 if (CS(this).version_mismatch) return false;
2061 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2062 if (!nJoinAllowed(this, this)) return false;
2063 if (teamplay && lockteams) return false;
2064 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2065 if (ShowTeamSelection(this)) return false;
2070 .string shootfromfixedorigin;
2071 bool PlayerThink(entity this)
2073 if (game_stopped || intermission_running) {
2074 this.modelflags &= ~MF_ROCKET;
2075 if(intermission_running)
2076 IntermissionThink(this);
2080 if (timeout_status == TIMEOUT_ACTIVE) {
2081 // don't allow the player to turn around while game is paused
2082 // FIXME turn this into CSQC stuff
2083 this.v_angle = this.lastV_angle;
2084 this.angles = this.lastV_angle;
2085 this.fixangle = true;
2088 if (frametime) player_powerups(this);
2090 if (IS_DEAD(this)) {
2091 if (this.personal && g_race_qualifying) {
2092 if (time > this.respawn_time) {
2093 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2095 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2098 if (frametime) player_anim(this);
2100 if (this.respawn_flags & RESPAWN_DENY)
2102 STAT(RESPAWN_TIME, this) = 0;
2106 bool button_pressed = (PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_ATCK2(this) || PHYS_INPUT_BUTTON_HOOK(this) || PHYS_INPUT_BUTTON_USE(this));
2108 switch(this.deadflag)
2112 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2113 this.deadflag = DEAD_RESPAWNING;
2114 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2115 this.deadflag = DEAD_DEAD;
2121 this.deadflag = DEAD_RESPAWNABLE;
2122 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2123 this.deadflag = DEAD_RESPAWNING;
2126 case DEAD_RESPAWNABLE:
2128 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2129 this.deadflag = DEAD_RESPAWNING;
2132 case DEAD_RESPAWNING:
2134 if (time > this.respawn_time)
2136 this.respawn_time = time + 1; // only retry once a second
2137 this.respawn_time_max = this.respawn_time;
2144 ShowRespawnCountdown(this);
2146 if (this.respawn_flags & RESPAWN_SILENT)
2147 STAT(RESPAWN_TIME, this) = 0;
2148 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2150 if (time < this.respawn_time)
2151 STAT(RESPAWN_TIME, this) = this.respawn_time;
2152 else if (this.deadflag != DEAD_RESPAWNING)
2153 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2156 STAT(RESPAWN_TIME, this) = this.respawn_time;
2159 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2160 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2161 STAT(RESPAWN_TIME, this) *= -1;
2166 FixPlayermodel(this);
2168 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2169 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2170 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2173 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2176 this.items &= ~this.items_added;
2178 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2180 .entity weaponentity = weaponentities[slot];
2181 W_WeaponFrame(this, weaponentity);
2184 this.items_added = 0;
2185 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResource(this, RES_FUEL) >= 0.01))
2186 this.items_added |= IT_FUEL;
2188 this.items |= this.items_added;
2193 // WEAPONTODO: Add a weapon request for this
2194 // rot vortex charge to the charge limit
2195 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2197 .entity weaponentity = weaponentities[slot];
2198 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2199 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2202 if (frametime) player_anim(this);
2205 secrets_setstatus(this);
2208 monsters_setstatus(this);
2210 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2215 .bool would_spectate;
2216 void ObserverThink(entity this)
2218 if ( CS(this).impulse )
2220 MinigameImpulse(this, CS(this).impulse);
2221 CS(this).impulse = 0;
2224 if (this.flags & FL_JUMPRELEASED) {
2225 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2226 this.flags &= ~FL_JUMPRELEASED;
2227 this.flags |= FL_SPAWNING;
2228 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2229 this.flags &= ~FL_JUMPRELEASED;
2230 if(SpectateNext(this)) {
2231 TRANSMUTE(Spectator, this);
2234 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2235 set_movetype(this, preferred_movetype);
2238 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2239 this.flags |= FL_JUMPRELEASED;
2240 if(this.flags & FL_SPAWNING)
2242 this.flags &= ~FL_SPAWNING;
2250 void SpectatorThink(entity this)
2252 if ( CS(this).impulse )
2254 if(MinigameImpulse(this, CS(this).impulse))
2255 CS(this).impulse = 0;
2257 if (CS(this).impulse == IMP_weapon_drop.impulse)
2259 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2260 CS(this).impulse = 0;
2265 if (this.flags & FL_JUMPRELEASED) {
2266 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2267 this.flags &= ~FL_JUMPRELEASED;
2268 this.flags |= FL_SPAWNING;
2269 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2270 this.flags &= ~FL_JUMPRELEASED;
2271 if(SpectateNext(this)) {
2272 TRANSMUTE(Spectator, this);
2274 TRANSMUTE(Observer, this);
2275 PutClientInServer(this);
2277 CS(this).impulse = 0;
2278 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2279 this.flags &= ~FL_JUMPRELEASED;
2280 if(SpectatePrev(this)) {
2281 TRANSMUTE(Spectator, this);
2283 TRANSMUTE(Observer, this);
2284 PutClientInServer(this);
2286 CS(this).impulse = 0;
2287 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2288 this.would_spectate = false;
2289 this.flags &= ~FL_JUMPRELEASED;
2290 TRANSMUTE(Observer, this);
2291 PutClientInServer(this);
2293 if(!SpectateUpdate(this))
2295 if(!SpectateNext(this))
2297 PutObserverInServer(this);
2298 this.would_spectate = true;
2303 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2304 this.flags |= FL_JUMPRELEASED;
2305 if(this.flags & FL_SPAWNING)
2307 this.flags &= ~FL_SPAWNING;
2312 if(!SpectateUpdate(this))
2313 PutObserverInServer(this);
2316 this.flags |= FL_CLIENT | FL_NOTARGET;
2319 void PlayerUseKey(entity this)
2321 if (!IS_PLAYER(this))
2328 vehicles_exit(this.vehicle, VHEF_NORMAL);
2332 else if(autocvar_g_vehicles_enter)
2334 if(!STAT(FROZEN, this))
2338 entity head, closest_target = NULL;
2339 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2341 while(head) // find the closest acceptable target to enter
2343 if(IS_VEHICLE(head))
2345 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2346 if(head.takedamage != DAMAGE_NO)
2350 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2351 { closest_target = head; }
2353 else { closest_target = head; }
2359 if(closest_target) { vehicles_enter(this, closest_target); return; }
2363 // a use key was pressed; call handlers
2364 MUTATOR_CALLHOOK(PlayerUseKey, this);
2372 Called every frame for each client before the physics are run
2375 .float last_vehiclecheck;
2376 void PlayerPreThink (entity this)
2378 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2379 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2381 WarpZone_PlayerPhysics_FixVAngle(this);
2384 // physics frames: update anticheat stuff
2385 anticheat_prethink(this);
2388 if (blockSpectators && frametime) {
2389 // WORKAROUND: only use dropclient in server frames (frametime set).
2390 // Never use it in cl_movement frames (frametime zero).
2391 checkSpectatorBlock(this);
2394 zoomstate_set = false;
2396 // Check for nameless players
2397 if (this.netname == "" || this.netname != CS(this).netname_previous)
2399 bool assume_unchanged = (CS(this).netname_previous == "");
2400 if (autocvar_name_maxlength > 0 && strlennocol(this.netname) > autocvar_name_maxlength)
2402 int new_length = textLengthUpToLength(this.netname, autocvar_name_maxlength, strlennocol);
2403 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2404 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_name_maxlength));
2405 assume_unchanged = false;
2406 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2408 if (isInvisibleString(this.netname))
2410 this.netname = strzone(sprintf("Player#%d", this.playerid));
2411 sprint(this, "Warning: invisible names are not allowed.\n");
2412 assume_unchanged = false;
2413 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2415 if (!assume_unchanged && autocvar_sv_eventlog)
2416 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2417 strcpy(CS(this).netname_previous, this.netname);
2421 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2422 CS(this).version_nagtime = 0;
2423 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2425 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2427 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2429 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2430 if (r < 0) { // old client
2431 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2432 } else if (r > 0) { // old server
2433 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2439 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2441 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2442 this.max_armorvalue = 0;
2447 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2449 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2450 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2451 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2453 if (STAT(REVIVE_PROGRESS, this) >= 1)
2454 Unfreeze(this, false);
2456 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2458 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2459 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2461 if (GetResource(this, RES_HEALTH) < 1)
2464 vehicles_exit(this.vehicle, VHEF_RELEASE);
2465 if(this.event_damage)
2466 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2468 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2469 Unfreeze(this, false);
2473 MUTATOR_CALLHOOK(PlayerPreThink, this);
2475 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2476 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2478 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2480 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2481 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2483 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2487 if(!it.team || SAME_TEAM(this, it))
2488 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2489 else if(autocvar_g_vehicles_steal)
2490 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2494 this.last_vehiclecheck = time + 1;
2497 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2499 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2501 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2504 if (IS_REAL_CLIENT(this))
2505 PrintWelcomeMessage(this);
2507 if (IS_PLAYER(this)) {
2508 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2509 error("Client can't be spawned as player on connection!");
2510 if(!PlayerThink(this))
2513 else if (game_stopped || intermission_running) {
2514 if(intermission_running)
2515 IntermissionThink(this);
2518 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2520 CS(this).autojoin_checked = true;
2521 // don't do this in ClientConnect
2522 // many things can go wrong if a client is spawned as player on connection
2523 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2524 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2525 && (!teamplay || autocvar_g_balance_teams)))
2527 campaign_bots_may_start = true;
2532 else if (IS_OBSERVER(this)) {
2533 ObserverThink(this);
2535 else if (IS_SPEC(this)) {
2536 SpectatorThink(this);
2539 // WEAPONTODO: Add weapon request for this
2540 if (!zoomstate_set) {
2541 bool wep_zoomed = false;
2542 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2544 .entity weaponentity = weaponentities[slot];
2545 Weapon thiswep = this.(weaponentity).m_weapon;
2546 if(thiswep != WEP_Null && thiswep.wr_zoom)
2547 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2549 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2552 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2554 CS(this).teamkill_soundtime = 0;
2556 entity e = CS(this).teamkill_soundsource;
2557 entity oldpusher = e.pusher;
2559 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2560 e.pusher = oldpusher;
2563 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2564 CS(this).taunt_soundtime = 0;
2565 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2568 target_voicescript_next(this);
2570 // WEAPONTODO: Move into weaponsystem somehow
2571 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2572 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2574 .entity weaponentity = weaponentities[slot];
2575 if(this.(weaponentity).m_weapon == WEP_Null)
2576 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2580 void DrownPlayer(entity this)
2582 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2585 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2587 if(this.air_finished < time)
2588 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2589 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2591 else if (this.air_finished < time)
2593 if (this.pain_finished < time)
2595 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2596 this.pain_finished = time + 0.5;
2601 .bool move_qcphysics;
2603 void Player_Physics(entity this)
2605 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2607 if(!this.move_qcphysics)
2610 if(!frametime && !CS(this).pm_frametime)
2613 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2615 CS(this).pm_frametime = 0;
2622 Called every frame for each client after the physics are run
2625 void PlayerPostThink (entity this)
2627 Player_Physics(this);
2630 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2631 if (IS_REAL_CLIENT(this))
2632 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2634 int totalClients = 0;
2635 if(sv_maxidle_slots > 0)
2637 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2643 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2644 { /* do nothing */ }
2645 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2647 if (CS(this).idlekick_lasttimeleft)
2649 CS(this).idlekick_lasttimeleft = 0;
2650 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2655 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2656 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2657 if (!CS(this).idlekick_lasttimeleft)
2658 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2660 if (timeleft <= 0) {
2661 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2665 else if (timeleft <= 10) {
2666 if (timeleft != CS(this).idlekick_lasttimeleft) {
2667 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2669 CS(this).idlekick_lasttimeleft = timeleft;
2678 this.solid = SOLID_NOT;
2679 this.takedamage = DAMAGE_NO;
2680 set_movetype(this, MOVETYPE_NONE);
2683 if (IS_PLAYER(this)) {
2684 if(this.death_time == time && IS_DEAD(this))
2686 // player's bbox gets resized now, instead of in the damage event that killed the player,
2687 // once all the damage events of this frame have been processed with normal size
2689 setsize(this, this.mins, this.maxs);
2692 UpdateChatBubble(this);
2693 if (CS(this).impulse) ImpulseCommands(this);
2696 CSQCMODEL_AUTOUPDATE(this);
2699 GetPressedKeys(this);
2702 if (this.waypointsprite_attachedforcarrier) {
2703 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2704 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2707 CSQCMODEL_AUTOUPDATE(this);
2711 * message "": do not say, just test flood control
2717 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2719 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2720 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2723 msgin = formatmessage(source, msgin);
2726 if (!(IS_PLAYER(source) || source.caplayer))
2727 colorstr = "^0"; // black for spectators
2729 colorstr = Team_ColorCode(source.team);
2742 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2745 * using bprint solves this... me stupid
2746 // how can we prevent the message from appearing in a listen server?
2747 // for now, just give "say" back and only handle say_team
2750 clientcommand(source, strcat("say ", msgin));
2755 string namestr = "";
2757 namestr = playername(source, autocvar_g_chat_teamcolors);
2759 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2761 string msgstr = "", cmsgstr = "";
2762 string privatemsgprefix = string_null;
2763 int privatemsgprefixlen = 0;
2766 bool found_me = false;
2767 if(strstrofs(msgin, "/me", 0) >= 0)
2769 string newmsgin = "";
2770 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2771 FOREACH_WORD(msgin, true,
2773 if(strdecolorize(it) == "/me")
2776 newmsgin = cons(newmsgin, newnamestr);
2779 newmsgin = cons(newmsgin, it);
2786 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2787 privatemsgprefixlen = strlen(msgstr);
2788 msgstr = strcat(msgstr, msgin);
2789 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2790 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2796 //msgin = strreplace("/me", "", msgin);
2797 //msgin = substring(msgin, 3, strlen(msgin));
2798 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2799 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2802 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2803 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2809 //msgin = strreplace("/me", "", msgin);
2810 //msgin = substring(msgin, 3, strlen(msgin));
2811 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2812 msgstr = strcat("\{1}^4* ^7", msgin);
2816 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2817 msgstr = strcat(msgstr, msgin);
2821 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2824 string fullmsgstr = msgstr;
2825 string fullcmsgstr = cmsgstr;
2829 var .float flood_field = floodcontrol_chat;
2830 if(floodcontrol && source)
2838 flood_spl = autocvar_g_chat_flood_spl_tell;
2839 flood_burst = autocvar_g_chat_flood_burst_tell;
2840 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2841 flood_field = floodcontrol_chattell;
2845 flood_spl = autocvar_g_chat_flood_spl_team;
2846 flood_burst = autocvar_g_chat_flood_burst_team;
2847 flood_lmax = autocvar_g_chat_flood_lmax_team;
2848 flood_field = floodcontrol_chatteam;
2852 flood_spl = autocvar_g_chat_flood_spl;
2853 flood_burst = autocvar_g_chat_flood_burst;
2854 flood_lmax = autocvar_g_chat_flood_lmax;
2855 flood_field = floodcontrol_chat;
2857 flood_burst = max(0, flood_burst - 1);
2858 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2860 // do flood control for the default line size
2863 getWrappedLine_remaining = msgstr;
2866 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2868 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2871 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2873 if(getWrappedLine_remaining != "")
2875 msgstr = strcat(msgstr, "\n");
2879 if (time >= source.(flood_field))
2881 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2886 msgstr = fullmsgstr;
2891 if (time >= source.(flood_field))
2892 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2897 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2898 source.(flood_field) = flood = 0;
2901 string sourcemsgstr, sourcecmsgstr;
2902 if(flood == 2) // cannot happen for empty msgstr
2904 if(autocvar_g_chat_flood_notify_flooder)
2906 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2911 sourcemsgstr = fullmsgstr;
2912 sourcecmsgstr = fullcmsgstr;
2918 sourcemsgstr = msgstr;
2919 sourcecmsgstr = cmsgstr;
2922 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2925 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2926 teamsay = -1; // spectators
2930 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2932 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2934 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2937 if(source && CS(source).muted)
2939 // always fake the message
2944 if (autocvar_g_chat_flood_notify_flooder)
2946 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
2957 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2960 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
2961 ret = -1; // just hide the message completely
2964 MUTATOR_CALLHOOK(ChatMessage, source, ret);
2965 ret = M_ARGV(1, int);
2967 string event_log_msg = "";
2969 if(sourcemsgstr != "" && ret != 0)
2971 if(ret < 0) // faked message, because the player is muted
2973 sprint(source, sourcemsgstr);
2974 if(sourcecmsgstr != "" && !privatesay)
2975 centerprint(source, sourcecmsgstr);
2977 else if(privatesay) // private message, between 2 people only
2979 sprint(source, sourcemsgstr);
2980 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
2981 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
2983 sprint(privatesay, msgstr);
2985 centerprint(privatesay, cmsgstr);
2988 else if ( teamsay && CS(source).active_minigame )
2990 sprint(source, sourcemsgstr);
2991 dedicated_print(msgstr); // send to server console too
2992 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
2995 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
2998 else if(teamsay > 0) // team message, only sent to team mates
3000 sprint(source, sourcemsgstr);
3001 dedicated_print(msgstr); // send to server console too
3002 if(sourcecmsgstr != "")
3003 centerprint(source, sourcecmsgstr);
3004 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3007 centerprint(it, cmsgstr);
3009 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3011 else if(teamsay < 0) // spectator message, only sent to spectators
3013 sprint(source, sourcemsgstr);
3014 dedicated_print(msgstr); // send to server console too
3015 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3018 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3023 sprint(source, sourcemsgstr);
3024 dedicated_print(msgstr); // send to server console too
3025 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3027 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3030 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3034 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3035 GameLogEcho(event_log_msg);
3041 // hack to copy the button fields from the client entity to the Client State
3042 void PM_UpdateButtons(entity this, entity store)
3045 store.impulse = this.impulse;
3048 bool typing = this.buttonchat || this.button12;
3050 store.button0 = (typing) ? 0 : this.button0;
3052 store.button2 = (typing) ? 0 : this.button2;
3053 store.button3 = (typing) ? 0 : this.button3;
3054 store.button4 = this.button4;
3055 store.button5 = (typing) ? 0 : this.button5;
3056 store.button6 = this.button6;
3057 store.button7 = this.button7;
3058 store.button8 = this.button8;
3059 store.button9 = this.button9;
3060 store.button10 = this.button10;
3061 store.button11 = this.button11;
3062 store.button12 = this.button12;
3063 store.button13 = this.button13;
3064 store.button14 = this.button14;
3065 store.button15 = this.button15;
3066 store.button16 = this.button16;
3067 store.buttonuse = this.buttonuse;
3068 store.buttonchat = this.buttonchat;
3070 store.cursor_active = this.cursor_active;
3071 store.cursor_screen = this.cursor_screen;
3072 store.cursor_trace_start = this.cursor_trace_start;
3073 store.cursor_trace_endpos = this.cursor_trace_endpos;
3074 store.cursor_trace_ent = this.cursor_trace_ent;
3076 store.ping = this.ping;
3077 store.ping_packetloss = this.ping_packetloss;
3078 store.ping_movementloss = this.ping_movementloss;
3080 store.v_angle = this.v_angle;
3081 store.movement = (typing) ? '0 0 0' : this.movement;
3084 NET_HANDLE(fpsreport, bool)
3086 int fps = ReadShort();
3087 PlayerScore_Set(sender, SP_FPS, fps);